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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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jronald

Good game with pale programmers

8 posts in this topic

Several times, on the net, I saw some impressive games, then the chief programmers, who looks pale, like a zombie or vampire :)

So is there any  practical way to protect programmers from the display? Does a projector help?

In fact I am waiting for big screen oled /eink that refreshes fast / mirasol.

Maybe two screens, one for editing one for testing.

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I keep a big jug of water at my desk so I can photosynthesize as I work. It's only when I need one of those energy drinks during crunch time that I start to get pale. I think the caffeine interferes with the way the radiation from the monitors gets absorbed or something. It wasn't as much a problem when we all had those big CRT screens. Radiation from those got absorbed just fine no matter how much caffeine I needed to get through the day.

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Just to provide a bit of a more serious answer in case you weren't joking, you don't need to "protect the programmers from the display".  It isn't the light/radiation/whatever from their monitors that's resulting in them looking pale, but a simple lack of sunlight.  A project, oled monitor, etc. will also make no difference what-so-ever.

 

It's commonly recommended to take regular short breaks from programming -- even if you stay inside -- to avoid problems such as cramping, carpel tunnel, DVT, eye-strain (this is a real problem that can be caused by staring at monitors too long!), etc.  To stay at your peak productivity whilst maintaining good health you should ensure you're drinking enough water, have a reasonably healthy diet, and get some exercise each day.  You should also make sure your work area is set up correctly to avoid straining.

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What jbadam's said - it's not the monitor, it's the environment (basements, rooms with shades pulled down, etc...) and the lack of sunlight.

 

In addition to what jbadam's mentioned about exercise, it's also a good practice to, even while sitting down, stretch your wrists/back/arms, etc... A few simple stretches can easily become second-nature that you do subconsciously when you stop to think about your code.

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I've taken on the habit of taking an hour long walk halfway through my day to get some movement and soak in some sunlight. Sometimes in mad crunch times it's the only chance I have to get out of the house haha :p

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I saw this talk a while back which suggests that lack of sunlight is bad for your health for more reasons than just lack of vitamin D (blood pressure, heart health, etc.).  I would suggest, that if possible, you open the blinds and let some UV into the office.

Edited by VReality
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No... glare is not just uncomfortable, it is problematic. Don't mix UV with indoor. Lighting is serious stuff and should - in theory - be designed.

Just find a way to reserve some time outside. Drinking your coffee outdoor is a good start, albeit insufficient.

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